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Mystic Theurge - how's it playing?
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<blockquote data-quote="Saeviomagy" data-source="post: 1273209" data-attributes="member: 5890"><p>If you combine levels in almost anything that isn't a wizard, you end up with a single unified character that can (mostly) combine his abilities to be stronger than their constituent parts. In fact in most cases his abilities end up being the equivalent of the sum of their parts.</p><p></p><p>If you combine X wizard levels and Y levels in basically any other base class you end up with a character who's abilities are equal to an Xth level character, plus the abilities of a Yth level character, plus the additional restriction that only one of the two characters may use their abilities in a given round. And for those who don't know - the CR of two characters of level X is X+2, not 2X.</p><p></p><p>Cleric (and bard and druid) levels fall halfway between wizard and other classes in terms of their ability to combine with other things - because they have things to contribute that aren't spellcasting (decent hitpoints, worthwhile BAB). A cleric 5/fighter 5 is not too bad. Also helping this out is the fact that only having one action between the two classes isn't too painful due to the large number of pre and post combat spells the build has.</p><p></p><p>Which is why a wizard 1/fighter 10 and a fighter 1/wizard 10 aren't that bad multiclasses, but a wizard 5/fighter 5 is awful. The first example is effectively a CR 10 (the wizard level contributes almost nothing). The second is also CR 10 (again, the fighter level contributes almost nothing). The third is CR 7 (2 creatures of CR 5 = CR 5 + 2 = 7). Since a wizard's best spells are cast during a combat, he's effectively only using one of his classes abilities at a time. If he's fighting, he doesn't cast, and if he's casting, he doesn't fight.</p><p></p><p>Unfortunately if you're merely trying to do something mechanical (ie - produce a viable cleric/wizard multiclass), flavour is a bad thing, just like it is in a lot of the class descriptions. I make the flavour for my character, then pick the mechanics to fit, not the other way around.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1273209, member: 5890"] If you combine levels in almost anything that isn't a wizard, you end up with a single unified character that can (mostly) combine his abilities to be stronger than their constituent parts. In fact in most cases his abilities end up being the equivalent of the sum of their parts. If you combine X wizard levels and Y levels in basically any other base class you end up with a character who's abilities are equal to an Xth level character, plus the abilities of a Yth level character, plus the additional restriction that only one of the two characters may use their abilities in a given round. And for those who don't know - the CR of two characters of level X is X+2, not 2X. Cleric (and bard and druid) levels fall halfway between wizard and other classes in terms of their ability to combine with other things - because they have things to contribute that aren't spellcasting (decent hitpoints, worthwhile BAB). A cleric 5/fighter 5 is not too bad. Also helping this out is the fact that only having one action between the two classes isn't too painful due to the large number of pre and post combat spells the build has. Which is why a wizard 1/fighter 10 and a fighter 1/wizard 10 aren't that bad multiclasses, but a wizard 5/fighter 5 is awful. The first example is effectively a CR 10 (the wizard level contributes almost nothing). The second is also CR 10 (again, the fighter level contributes almost nothing). The third is CR 7 (2 creatures of CR 5 = CR 5 + 2 = 7). Since a wizard's best spells are cast during a combat, he's effectively only using one of his classes abilities at a time. If he's fighting, he doesn't cast, and if he's casting, he doesn't fight. Unfortunately if you're merely trying to do something mechanical (ie - produce a viable cleric/wizard multiclass), flavour is a bad thing, just like it is in a lot of the class descriptions. I make the flavour for my character, then pick the mechanics to fit, not the other way around. [/QUOTE]
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